You are the CEO of a private military company. Recruit capable mercenaries, purchase weapons, and develop your mercenaries according to their roles and characteristics. Observe how your mercenaries perform in combat and plan your tactics to ensure mission success.
We are developing the shape of the tech tree for Private Military Manager. Similar to the rework of the training schedule, this is a stage for testing functionality, so the UI design has not been considered at all, and it is in a simple state where only the game experience can be observed.
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We enjoy games for various reasons, and among them, the sense of growth, such as becoming better at the game or increasing assets within the game, is representative.
In the Prologue, most of the sense of growth came from mercenaries becoming stronger and equipping better weapons. Mercenaries can be dismissed or disappear due to death, but unlike reality, the PMM company does not disappear. Providing a sense of continuous and permanent growth is the core of this plan.
Additionally, if the Prologue was close to the experience of running a simple training camp, now we aim to give the sense that the company as an organization can be developed in various directions. This means different gameplay is possible upon replaying. We also intended for players to naturally onboard into the game as features gradually unlock as rewards for their efforts or decisions.
This does not mean an incredibly innovative and creative plan. A tech tree in a familiar form will be suitable for the planning intent.
The next improvement is to rework the event system that occurs within the game. We aim to implement an experience where players can understand the reasons for events, present various problems that need to be solved as a manager, and interact with employees.